Platform Adoption in System Markets: The Roles of Preference Heterogeneity and Consumer Expectations

M. Steiner, Nico Wiegand, Andreas Eggert, K. Backhaus
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引用次数: 36

Abstract

Platform-based systems have become the dominant way to market consumer entertainment products. Video games are, for instance, distributed in digital data form, which can only be used on compatible hardware. Network effects drive the diffusion of such systems. This article provides insights into market heterogeneity and the role that expectations of the direct and indirect network effects plays in the game console market. The results of two empirical studies suggest that the console market is strongly fragmented and that the perceptions of network effects differ between the various target segments. The same holds for the importance of consumer expectations: For instance, hardcore gamers make predictions about the future software availability and incorporate these into their current adoption decision, while social gamers care more about the expected potential to interact with others. When introducing novel technologies, platform sponsors can benefit from improved targeting by, for example, providing software selectively, instead of large varieties early on. This study identifies the limits of go-to-market strategies derived from aggregate analyses when dealing with network effects and shows that behavioristic insights should complement them.
系统市场中的平台采用:偏好异质性和消费者期望的作用
基于平台的系统已经成为销售消费娱乐产品的主要方式。例如,电子游戏以数字数据形式分发,只能在兼容的硬件上使用。网络效应推动了这类系统的扩散。本文将深入分析市场异质性以及直接和间接网络效应在游戏机市场中所扮演的角色。两项实证研究的结果表明,主机市场非常分散,不同目标群体对网络效应的看法也不同。这同样适用于消费者期望的重要性:例如,硬核玩家会预测未来软件的可用性,并将其纳入当前的采用决策中,而社交玩家则更关心与他人互动的预期潜力。当引入新技术时,平台赞助者可以从改进的目标中获益,例如,有选择地提供软件,而不是在早期提供大量的软件。本研究确定了在处理网络效应时,从总体分析中得出的进入市场策略的局限性,并表明行为主义的见解应该与之互补。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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